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/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Reflection;
using System.Text;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.OptionalModules.Framework.Monitoring
{
    /// <summary>
    /// An experimental module to return data on services used by the simulator.
    /// </summary>
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MonitorServicesModule")]
    public class MonitorServicesModule : ISharedRegionModule
    {
        protected Scene m_scene;

//        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        public string Name { get { return "Services Health Monitoring Module"; } }
        
        public Type ReplaceableInterface { get { return null; } }
        
        public void Initialise(IConfigSource source)
        {
        }

        public void PostInitialise()
        {
        }

        public void Close()
        {
        }
        
        public void AddRegion(Scene scene)
        {
            if (m_scene == null)
            {
                m_scene = scene;

//                m_scene.AddCommand(this, "monitor services",
//                   "monitor services",
//                   "Returns the status of services used by the simulator.  Experimental.",
//                   HandleMonitorServices);
            }
        }

        public void RemoveRegion(Scene scene)
        {
        }

        public void RegionLoaded(Scene scene)
        {
        }

        protected void HandleMonitorServices(string module, string[] args)
        {
            MainConsole.Instance.Output(GenerateServicesReport());
        }

        protected string GenerateServicesReport()
        {
            StringBuilder sb = new StringBuilder();
            sb.Append("This is an experimental module.  Please don't rely on these results\n");
            sb.Append("Asset service: ");

            try
            {
                CheckAssetService();
                sb.Append("OK");
            }
            catch (Exception e)
            {
                sb.AppendFormat("FAIL ({0})", e.Message);
            }

            return sb.ToString();
        }

        protected void CheckAssetService()
        {
            // Try to fetch an asset that will not exist (and hence avoid hitting cache)
             m_scene.AssetService.Get(UUID.Random().ToString());
        }
    }
}

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